forked from 0ad/0ad
174 lines
3.9 KiB
C++
174 lines
3.9 KiB
C++
#include "precompiled.h"
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#include "XMLWriter.h"
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#include "ps/CLogger.h"
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#include "lib/res/vfs.h"
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// TODO (maybe): Write to the VFS handle frequently, instead of buffering
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// the entire file, so that large files get written faster.
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enum { EL_ATTR, EL_TEXT, EL_SUBEL };
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XMLWriter_File::XMLWriter_File(const char* encoding)
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: m_LastElement(NULL), m_Indent(0)
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{
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m_Data = "<?xml version=\"1.0\" encoding=\"";
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m_Data += encoding;
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m_Data += "\" standalone=\"no\"?>\n";
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}
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void XMLWriter_File::Doctype(const char* type, const char* dtd)
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{
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m_Data += "<!DOCTYPE ";
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m_Data += type;
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m_Data += " SYSTEM \"";
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m_Data += dtd;
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m_Data += "\">\n";
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}
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bool XMLWriter_File::StoreVFS(Handle h)
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{
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if (m_LastElement) debug_warn("ERROR: Saving XML while an element is still open");
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void* data = (void*)m_Data.data();
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int err = vfs_io(h, m_Data.Length(), &data);
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if (err < 0)
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{
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LOG(ERROR, "xml", "Error saving XML data through VFS: %lld", h);
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return false;
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}
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return true;
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}
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void XMLWriter_File::Comment(const char* text)
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{
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ElementStart(NULL, "!-- ");
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m_Data += text;
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m_Data += " -->";
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--m_Indent;
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}
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CStr XMLWriter_File::Indent()
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{
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return std::string(m_Indent, '\t');
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}
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void XMLWriter_File::ElementStart(XMLWriter_Element* element, const char* name)
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{
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if (m_LastElement) m_LastElement->Close(EL_SUBEL);
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m_LastElement = element;
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m_Data += "\n" + Indent() + "<" + name;
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++m_Indent;
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}
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void XMLWriter_File::ElementClose()
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{
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m_Data += ">";
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}
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void XMLWriter_File::ElementEnd(const char* name, int type)
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{
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--m_Indent;
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m_LastElement = NULL;
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switch (type)
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{
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case EL_ATTR:
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m_Data += " />";
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break;
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case EL_TEXT:
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m_Data += "</";
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m_Data += name;
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m_Data += ">";
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break;
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case EL_SUBEL:
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m_Data += "\n" + Indent() + "</" + name += ">";
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break;
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default:
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assert(0);
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}
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}
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void XMLWriter_File::ElementText(const char* text)
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{
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m_Data += text;
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}
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XMLWriter_Element::XMLWriter_Element(XMLWriter_File& file, const char* name)
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: m_File(&file), m_Name(name), m_Type(EL_ATTR)
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{
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m_File->ElementStart(this, name);
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}
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XMLWriter_Element::~XMLWriter_Element()
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{
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m_File->ElementEnd(m_Name, m_Type);
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}
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void XMLWriter_Element::Close(int type)
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{
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m_File->ElementClose();
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m_Type = type;
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}
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void XMLWriter_Element::Text(const char* text)
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{
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Close(EL_TEXT);
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m_File->ElementText(text);
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}
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template <> void XMLWriter_File::ElementAttribute<CStr>(const char* name, const CStr& value, bool newelement)
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{
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if (newelement)
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{
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ElementStart(NULL, name);
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m_Data += ">";
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ElementText(value);
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ElementEnd(name, EL_TEXT);
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}
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else
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{
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assert(m_LastElement && m_LastElement->m_Type == EL_ATTR);
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m_Data += " ";
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m_Data += name;
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m_Data += "=\"" + value + "\"";
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}
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}
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// Attribute/setting value-to-string template specialisations.
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//
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// These only deal with basic types. Anything more complicated should
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// be converted into a basic type by whatever is making use of XMLWriter,
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// to keep game-related logic out of the not-directly-game-related code here.
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// Use CStr's conversion for most types:
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#define TYPE2(ID_T, ARG_T) \
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template <> void XMLWriter_File::ElementAttribute<ID_T>(const char* name, ARG_T value, bool newelement) \
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{ \
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ElementAttribute(name, CStr(value), newelement); \
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}
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#define TYPE(T) TYPE2(T, const T &)
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TYPE(int)
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TYPE(unsigned int)
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TYPE(float)
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TYPE(double)
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// This is the effect of doing const T& with T=const char* - char const* const&
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// Weird - I know ;-)
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TYPE2(const char *, char const* const&)
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// Encode Unicode strings as UTF-8 (though that will only be correct if
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// the encoding was set to "utf-8"; it'll look a little odd if you store
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// Unicode strings in an iso-8859-1 file, so please don't do that)
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template <> void XMLWriter_File::ElementAttribute<CStrW>(const char* name, const CStrW& value, bool newelement)
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{
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ElementAttribute(name, value.ToUTF8(), newelement);
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}
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